Beispiel #1
0
    def __init__(self, x, y, kek):
        self.FON = (int(write_ini_file().get("Game zone", "color1")),
                    int(write_ini_file().get("Game zone", "color2")),
                    int(write_ini_file().get("Game zone", "color3")))
        sprite.Sprite.__init__(self)
        super(Robot, self).__init__(x, y, kek)
        self.save = [x, y]
        self.image = image.load('F:/Project/image/bot/bot_grave.png')
        boltAnim = []
        for anim in ANIMATION_RIGHT:
            boltAnim.append((anim, ANIMATION_DELAY))
        self.boltAnimRight = PygAnimation(boltAnim)
        self.boltAnimRight.play()
        boltAnim = []
        for anim in ANIMATION_LEFT:
            boltAnim.append((anim, ANIMATION_DELAY))
        self.boltAnimLeft = PygAnimation(boltAnim)
        self.boltAnimLeft.play()

        self.boltAnimDeath = PygAnimation(ANIMATION_DEATH)
        self.boltAnimDeath.play()
Beispiel #2
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def start():
    pygame.init()
    pygame.display.set_caption("GAME")
    screen = pygame.display.set_mode([WIDTH_WINDOW, HEIGHT_WINDOW])
    bg = pygame.image.load("F:/Project/image/others/image001.png")
    screen.blit(bg, (0, 0))
    flag = int(write_ini_file().get("Others", "start_game"))
    while 1:
        Game.FON = FON
        if main(screen, bg) == 0:
            Game.main(flag)

        if main(screen, bg) == 1:
            flag = show_skin_menu(screen, bg, flag)

        if main(screen, bg) == -1:
            break
    pygame.quit()
Beispiel #3
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from abc import ABC, abstractmethod
from pygame import Rect, Surface
from old.Ini import write_ini_file

BLOCK_SIZE = int(write_ini_file().get("Others", "block size"))


class APatron(ABC):
    DEFAULT_DAMAGE = 2

    def __init__(self, x, y):
        self.x = x
        self.y = y

    @abstractmethod
    def drawing(self, win: Surface):
        pass

        # draw.ellipse(win, self.color, (self.x, self.y))

        # draw.ellipse(win, self.color, (self.x, self.y,2,3))
        # # draw.circle(win, self.color, (self.x, self.y), self.radius)
        # self.x += self.vel

    @abstractmethod
    def damage(self):
        pass

    def collide(self, blocks):
        for block in blocks:
            if Rect(block.x, block.y, BLOCK_SIZE,
Beispiel #4
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import configparser

import pygame
from pygame import *

from old import Game
from old.Ini import write_ini_file
import os

ICON_DIR = os.path.dirname(__file__)
WIDTH_WINDOW = 1100
HEIGHT_WINDOW = 640
WHITE = (255, 255, 255)
RED = (255, 0, 0)
FON = (int(write_ini_file().get("Game zone", "color1")),
       int(write_ini_file().get("Game zone", "color2")),
       int(write_ini_file().get("Game zone", "color3")))


def show_skin_menu(screen, bg, flag):
    mousex = mousey = mousexC = mouseyC = 0

    screen.blit(bg, (0, 0))
    pygame.font.init()

    config = configparser.ConfigParser()
    config.read("%s/settings.ini" % ICON_DIR)

    p1 = transform.scale(image.load("%s/image/others/platform.png" % ICON_DIR),
                         (20, 20))
    p2 = transform.scale(
Beispiel #5
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from pygame import draw, Rect, Surface

from guns.ASnarad import APatron
from old.Ini import write_ini_file

SPEED = int(write_ini_file().get("Others", "speed of bullet"))
RADIUS = int(write_ini_file().get("Others", "radius bullet"))
BLOCK_SIZE = int(write_ini_file().get("Others", "block size"))


class Patron2(APatron):
    DEFAULT_SPEED = 10
    DEFAULT_DAMAGE = 3

    def __init__(self, x, y, color, facing):
        super().__init__(x, y)
        self.radius = RADIUS
        self.color = color
        self.facing = facing
        self.vel = self.DEFAULT_SPEED * facing

    def drawing(self, win: Surface):
        draw.circle(win, self.color, (self.x, self.y), self.radius)
        self.x += self.vel

    def damage(self):
        return self.DEFAULT_DAMAGE


class Patron3(APatron):
    DEFAULT_SPEED = 15
Beispiel #6
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from pygame import *

from old.Block import Medicines, Monster
from old.Ini import write_ini_file
from old.Pyganim import PygAnimation
from guns.bullets.Snarad import Patron3, Patron2
from old.Start import FON
import os

RIGHT_MOVE = int(write_ini_file().get("Players", "speed"))
LEFT_MOVE = -RIGHT_MOVE
JUMP = int(write_ini_file().get("Players", "Jump"))
GRAVITY = float(write_ini_file().get("Others", "gravity"))
ANIMATION_DELAY = 0.1

ICON_DIR = os.path.dirname(__file__)

ANIMATION_RIGHT = [
    'F:/Project/image/player/r1.png', 'F:/Project/image/player/r2.png',
    'F:/Project/image/player/r3.png', 'F:/Project/image/player/r4.png',
    'F:/Project/image/player/r5.png'
]
ANIMATION_LEFT = [
    'F:/Project/image/player/l1.png ', 'F:/Project/image/player/l2.png',
    'F:/Project/image/player/l3.png', 'F:/Project/image/player/l4.png',
    'F:/Project/image/player/l5.png'
]
ANIMATION_JUMP_LEFT = [('F:/Project/image/player/jl.png', 0.1)]
ANIMATION_JUMP_RIGHT = [('F:/Project/image/player/jr.png', 0.1)]
ANIMATION_JUMP = [('F:/Project/image/player/j.png', 0.1)]
ANIMATION_STAY = [('F:/Project/image/player/0.png', 0.1)]
Beispiel #7
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import os
import random

from pygame import sprite, image, Surface, Rect

from old.Ini import write_ini_file
from old.Pyganim import PygAnimation

ICON_DIR = os.path.dirname(__file__)
WIDTH_WINDOW = int(write_ini_file().get("Game zone", "width window"))
HEIGHT_WINDOW = int(write_ini_file().get("Game zone", "height window"))
BLOCK_SIZE = int(write_ini_file().get("Others", "block size"))

ANIMATION_MONSTER = ['F:/Project/image/others/MONSTR1.png', 'F:/Project/image/others/MONSTR2.png']


class Block(sprite.Sprite):
    """Create blocks for the game.
    'location' is the place where the images of the block are stored """

    def __init__(self, location):
        sprite.Sprite.__init__(self)
        self.image = Surface((BLOCK_SIZE, BLOCK_SIZE))
        self.image = image.load(location)
        self.rect = self.image.get_rect()

    @property
    def x(self): return self.rect.x

    @property
    def y(self): return self.rect.y